Players are no longer invulnerable to AI threat by hiding in their bases. Once neighboring Hunter squads have partially established their bases, they will begin launching periodic strikes on player bases, in an effort to push them off the land by force.
The frequency and ferocity of these attacks will differ across easy/normal/hardcore modes. Base repairs and adequate defenses will become much more important to maintain base-security.
New AI combat mechanics:
Hunters are now trained to use grenades (and their squad-mates will react when thrown).
They can also now fire through windows, doorways, balconies, etc. Players will need to utilize cover as best as possible when in combat. They are also now better able to judge arrow-drop when using the bow at range.
Their attack patterns have also been changed, so should present more of a challenge on an initial encounter (rather than walking in a straight line towards the player before shots are fired).
Players that have become used to building hunting outposts to engage Hunters should be prepared for a difficult fight if using the same tactic.
Hunter Revenge System:
Players should think twice before engaging a hunter near their home base. Killing a hunter by their base will not be forgotten. Once regrouped, they will launch an assault on the killer’s home base the following day.
Hunters will still attack regardless, but at a much lower frequency, so make sure you’re prepared if you antagonize them. This should offer trigger-happy players more opportunity for combat, while peaceful players longer periods of rest.
New AI Navigation System:
I’ve implemented an entirely new navigation system for the AI (Hunters and animals). This was required to allow the Hunter to traverse the entire map to hunt down players. However the result of this change should impact all player-AI engagements.
Animal starting levels across difficulty modes:
Up until now, animals would have the same starting levels across all difficulties (between 1->4). This led to level 4 bears mauling players trying to start-out in easy mode. This has been balanced out so that higher difficulty modes result in higher animal levels. This will mean that easy should be easier, while hardcore will be more punishing.
Other notable changes:
Added audio feedback when killing animals and Hunters (as well as a specific sound to indicate when the last Hunter in a squad has been killed).
Reduced bow damage against buildables (doors, etc).
Seeds can now be extracted from tomatoes.
Broken legs and bleeding now save during save-games.
Added damage skins for railings.
Tweaked many of the footstep and weapons sounds to attenuate over distance.
Hud notices to indicate when a player’s base is under attack.
This update has been much larger than usual (in terms of new code), so there is a greater chance of bugs and oddities that may occur (especially with Hunter squads hiking across the world). I’ll be keeping a close eye on the forums and really appreciate any reports and feedback from players testing the build. I may need to push out some hotfixes to address any nagging issues.
I’ve really appreciated the patience from the community while I worked on this one (I know it’s been longer than usual). I’m excited for how these new changes will start to evolve the game. The player feedback, criticism and discussion-threads have been incredibly useful, and I try to read it all.
Thanks for all the support! See you on the forums.
Many players have reported performance issues and low or inconsistent fps (even on decent rigs). This has been a continuous concern for me, as I know how important a stable fps is for immersion and enjoyable gameplay.
I have done a full performance overhaul and am seeing significant increases to fps. I would encourage players to max their graphics settings and see how the game performs after this patch.
Hunters now trained to use the bow:
Both standard and rogue hunters can now use the bow, and have a full set of weapon handling animations. Also a new system for weapon-changing based on circumstance.
AI spacial awareness:
It was immersion-breaking when animals or hunters would just stand there while bullets/arrows landed at their feet. All AI now respond accordingly to shots fired near them. The hope is this will make hunting small game with the bow more challenging (and satisfying), as missing the first shot now has consequence. Unfortunately animals still don't react to hunters, but that will come soon.
SP profile stats:
The SP launch screen now displays the number of in-game days, and number of deaths for each profile. I plan to further these stats in future updates.
Another small notable change is that the bow no-longer requires cloth to craft (relieving the need for crates to arm yourself during hardcore mode). Also, fixed a notable glitch that allowed players to spawn free arrows for the bow.
As always, thanks for all the feedback on the current state of the game. It helps so much to read your thoughts and discussions as I continue to iterate on the game. Please let me know if you experience issues with the update.
Firstly, sorry for the delay on this update. I was away travelling for one of my best friend’s stag.
This week’s patch adds a new Hunting Bow to the player’s arsenal.
Many players rightly expressed a need for more primitive weapons in the game. The Hunting Bow is a step towards addressing this need (as well as offering some challenging handling mechanics). The bow can kill small animals with a single arrow, however has a slower rate of fire, and requires precision-aiming to land hits.
Arrows can be retrieved, however there’s a 20% chance of them breaking (and will break every time if fired into rock). Currently you can not retrieve arrows from corpses (however this will change soon).
It’s advised to take some practice shots against trees to get a feel for the range and drop of the arrows.
There will undoubtedly be balancing needed to fit this new weapon into the game’s item economy, so I welcome any/all feedback. I’ve taken a lot of care with it’s implementation and am happy with how it’s feeling, but am ready to make changes to its handling once you guys have given it a try.
As always, please let me know if you have any issues with the patch. See you on the forums.
Ps. I have a short stint of travel this week for work, but as soon as I’m back, regular updates will resume as usual.
Hi guys, tonight’s update sees the addition of Rogue Hunters.
Rogue hunters are less predictable than the existing hunter squads. They regularly pick new camping spots, and aren’t concerned with building large bases, instead favoring simple camps under the stars. Equipped with lower tiered arsenals and less armor, they present less of a threat during combat. However they can take the player by surprise due to their variable camping spots around the map.
They will begin to move into the world a few days after the existing hunter squads start building their bases. Players with established save games will have them begin moving in within a day.
The number of rogue hunter camps is dictated by easy/normal/hardcore modes, as well as the number of hunters occupying each camp. They can be disabled/enabled as usual using the checkbox when launching a game.
My hope is that they will introduce more interesting surprise encounters, as well as providing additional looting opportunities for players looking for a fight. They are currently fairly rare, so don’t expect to see them around every corner. I’ll wait for feedback from you guys before tweaking their frequency and behavior.
As always, this update is intended to be iterated upon, so I welcome any/all feedback. I know there are many other things that need immediate attention (such as animal/hunter interaction, lower-tiered weapons, map expansion, further base technology progression, etc). I really appreciate everyone’s patience as the early access moves forward.
Please do let me know if you experience any issues with the update, and thanks so much for all the feedback and discussion, it really helps a lot. I’ll be on the forum.
Hi there, another quick update. Here's a list of the more notable changes in tonight’s patch:
Added new fire-starter kit item. Many players rightly complained about the reliance on RNG for finding matches in crates (especially in hardcore mode). You can now craft an ignition source with purely natural items.
Reduced amount of matches spawning in supply crates (and from starter kit).
Added hud indicator for condition of buildables. So you no longer have to use a hammer to find the health of a buildable. When you are facing the buildable, it’s health will show top-center (useful for accessing damage when grenading into a hunter base).
Loot can now be found in several of the devices in hunter bases (rather than only the storage chest).
Now a chance of finding crafted solar panels in hunter bases when raiding.
Hunters now perform routine repairs to damaged base items.
Enabled hunters dropping kit on death in hardcore (previously disabled).
Hunters now occasionally skim the ash from their campfires.
Small animals can no longer be permanently kept in inventories or storage chests. They will eventually die unless placed inside an animal housing and fed/watered.
Fixed bug where hunter base lights would turn on/off when no hunters were present.
Jumping while crouched will now make the player stand-up (small thing, but used to really bug me).
Fixed a couple of areas on the map where players could get stuck in the geometry.
More substantial changes will be coming soon. I’m keen to continue taking steps away from such heavy reliance on supply crates and fleshing out the core gameplay loop, as well as building out the hunters and their behaviour.
Thanks to everyone that has been patient with the early access bugs and balancing issues. I really appreciate all the feedback and suggestions that players have been posting. I’ll be on the forums as usual!
I wanted to release a small mid-week patch to address some of the balancing issues with the new modes (primarily the Hardcore mode).
Prior to this patch the animals in Hardcore were way overpowered (in terms of stamina) and once a player was under-chase, there was little chance of escape. There was also an over abundance of resources, meaning seasoned players were not given a sufficient challenge (other than avoiding the OP predators and death). This patch makes the following key changes:
A new stamina system for predators (including hunters). Predators will no longer pursue with limitless stamina, and will need slow their pace for short periods once exhausted. However they can still compete well against the player, so if you’re malnourished or low on stamina, you will be forced to defend yourself. **Change applies to all modes**
Changes exclusively for Hardcore mode:
Reduced the amount of loot containers, ore nodes and harvest-able vegetation spawns.
Reduced the loot quantity within supply crates.
I also increased the lifetime of human corpses in the world. It was a bit jarring having the hunter and player corpses despawn so quickly (no changes to timers on gear drops).
It was awesome to see so many players trying out the new modes. The feedback has been crucial in making necessary changes to start improving these modes. Thanks for all the support and discussion on the forums. Please let me know if you experience any issues with the update.
Hi there. Hope everyone had a great holiday. Here are the details for this week’s patch:
New Game Modes (easy/normal/HARDCORE):
Much of the feedback from players has been that they either want a greater challenge or a rest from the high-stakes to focus on building etc.
These new modes should now give players more choice to play closer to their own personal tastes. Here’s some key points on the two additional modes:
Reduced amount of predators.
Option to reload previous save game on death (or continue and respawn).
Reduced hunter bases and the amount of hunters in each base.
Only a single life (however additional spawns can be purchased at the bed at an increasing cost).
Heightened animal senses and aggression.
Reduced starting kit (only an axe, glowstick and pants).
Player and animal spawns:
I’ve reworked the spawning system to address issues with close proximity to animals when spawning into the world (for both players and animals). I also addressed the bug whereby animals could spawn in player bases.
Singleplayer launch menu update:
Many players rightly complained about the issue of accidentally clicking on ‘Start a new solo game’ on an existing profile. Now existing profiles don’t display this option, and instead offer the option to clear the profile before starting a fresh save.
Clearing areas of predators:
Previously, the respawning of animals was extremely quick after killing them, and in fact would not persist in a save game (meaning loading a save game would respawn all animals). There is now a more lengthy cooldown on animal respawns (which persists after loading a save). This means if you clear the predators from around your base, you will have a period of peace.
Other small fixes:
Fixed exploit that allowed players the kill bears with the axe by standing on a foundation and repeatedly interrupting their attack animation.
Balanced animal spawns in certain areas.
Fixed bug where player’s dropped kit would spawn on the roof or upper floor when killed in a base.
Added hints regarding dropped-kit despawn time, animal leveling system and free starter M9.
Many other small fixes.
I’m really excited for how the game will evolve throughout 2017, I have a lot I hope to achieve. Thank you so much to everyone that’s been supporting the project, and those posting feedback and suggestions on the forum (i spend a lot of time reading the threads). It helps immensely to read thoughts and feedback from active players. Please let me know if you have any issues with the update. I’ll be on the forums.
Hi there! Here are the notes for tonight’s update:
* Hunters can now be enabled/disabled for save game profiles. This will work for existing save games. Disabling hunters and loading an existing save will wipe them from the world. You can re-enable them again, but they will need to build up from scratch. Note: An autosave needs to occur before re-enabling them. I will be making further improvements to the menu system in the next few updates.
* Added a new system to provide contextual hints and guidance for new players starting out. * Nails can now be crafted from the Workbench (Weapons bench has been renamed to ‘Workbench’).
* Remodeled foundation stairs so they can be snapped together without looking crooked (small thing, but this was just bugging me).
* Fixed bug where extra laser would temporarily show in the refinery when purchasing the power efficiency upgrade. * Increased max-stack-counts of several items: -- Logs: 50 -- Planks: 50 -- Scrap metal: 40 -- Weapon parts: 50 -- Bandage: 15 -- Berries: 50 -- Cloth: 50 -- Protein bar: 40 -- Sticks: 50
I know there are lots of other issues that need attention, in particular the overall balancing and hunter system, as well as lower-tier weapons, etc, etc. I’m always reading the feedback on the forums, and you guys have been giving me great insight into the main problems that need attention (as well as giving some great suggestions for new features).
I’m excited for the continued evolution of the game into in the new year. Thank you so much to everyone that has been supporting the project since the early access release. As always, please let me know if you experience any issues with the update. Hope you guys have an awesome Christmas!
Hi guys. Today's update see's the introduction of craftable Solar Panels.
Since limiting the BCU's to allow only one that will auto-generate power/mass, many players have been asking for additional means of generating power. Especially now ammo casings require power to craft.
The Solar Panels are not cheap, but provide a trickle of power that can exceed the limits of what the BCU is able to provide. They can also be upgraded to further increase their power production. They can be placed on any base structures, as well as the terrain surrounding the base (although they are fairly fragile, so be wary of bears tearing them down).
Obviously the time of day affects their ability to generate power, and throughout the night they will not generate any at all.
The balancing will almost definitely need tweaking, so please let me know your thoughts if you feel it is unfairly balanced as it currently is (or needs nerfing).
As always, thanks so much for all your feedback and discussion on the current state of the game, it really helps a lot. I do try to read all threads.